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Into the Wormhole: A Terraforming Mars- Ares Expedition Board Game Review
- WadeMonnig
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First off, I really dislike the title of this game. At a glance, the name Ares Expedition looks and sounds way too close to “Expansion.” It needs a name that nails that it is a stand alone game that just happens to be set in the Terraforming Mars Universe. After numerous games, I also think it needs to somehow work “Wormhole Theory” into the tile. According to Space.com, “The wormhole theory postulates that a theoretical passage through space-time could create shortcuts for long journeys across the universe.”
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About the only thing I'd add to your review is that there are ZERO ways of actively hindering other players. For instance the asteroid cards do not kill other people's plants, you can't steal other people's resource production. I am not sure if this was done to put players at ease who don't like gotcha cards, or to speed up play, or both.
You do have to unlearn a few things from TM. For instance cards that give bonus production are basically retroactive. So if your first card gives you a production bonus for a plant tag, if you play a plant tag later, you get that bonus again. Cards are worth $3 for selling, which makes them a secondary source of income in a lot of ways.
The scoring track sucks massively; the spaces are too small and scoring cubes are easy to knock out of place . That is my only real gripe with the game component wise.
The expansion is due out later this year and from the looks of it, will have Goals and Milestones. Not sure if there will be cards that hinder other players.
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- WadeMonnig
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I do enjoy the game well enough, and think it's a huge step up from regular TM.
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- WadeMonnig
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Ah_Pook wrote: I think my main issues with this game are 1) it's almost impossible to actually get a card income going, so you're stuck taking the Research action repeatedly to get cards,
I like the advanced optional rule for this: Once you draw your two corporations, you can discard any number of project cards and draw the same amount before you select a corporation. It makes it easier to select cards that both sync with your corporation and gives you a chance to get better "starting your engine" cards. If you haven't been using the rule, I suggest giving it a shot.
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- WadeMonnig
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stormseeker75 wrote: I played this once and couldn't figure out why I wouldn't just play TM instead. Maybe I need to try this again.
I'd say the biggest selling point for me is the speed of play with 3 or 4 players. Feels less AP prone as well. Feels like it rips along once everyone knows the game.
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- WadeMonnig
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Msample wrote:
You do have to unlearn a few things from TM. For instance cards that give bonus production are basically retroactive. So if your first card gives you a production bonus for a plant tag, if you play a plant tag later, you get that bonus again.
That's the exact rule I was talking around bouncing around in my head in the review.
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- Legomancer
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- Dave Lartigue
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I'm in for the expansions despite not being crazy about some of them. I don't want Ares to get the same bloat that the original did. (I eventually took cards and corps from the Venus, Colonies, and Turmoil expansions that didn't reference expansion stuff and added them to the base game, and everything else is all in a single expansion box that is unlikely to be opened again.)
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